Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*
Multiplayer is so much fun.
10 May 2009 | by Jared

especially when you can get it to work right.  As Chau said in the post below, we’ve had some difficulty getting ALL of the multiplayer to work.  We both managed to get connections working and the player sides updating when new users join the game, but the rest is going to be a struggle.  Almost every variable needs to be updated between the players, every wiimote button press, every character movement, every plane action….so there is going to be a lot of information flying around.  I’ve figured out the basics of sending info back and forth between the players, but for some reason it is only working right if you are Player 1 (the blue side).  The information that is being passed in my current build is the character boundary information, which lifts the adjacent planes around the plane you are standing on.  If you run two instances of my current build you will see, when you are playing as the blue side, the red planes will lift when you walk around with the red side character (but not vice versa).  I’m confident that I will figure all of this out pretty soon, partly because I have to, and partly because little by little things are starting to work right.

Run .swf | Download


3 Comments
Chau | 10 May 2009

ok yours is kind of cool too.

Jared | 11 May 2009

i think i found the problem. after testing out the multiplayer with Chau last night, we realized that the players are receiving variables from every user that joins the game AFTER them, not before. to fix this, i think we need to run some sort of updateUserList() function for everyone upon entering the game, so they receive the full list of users that started before them. ill post an update tonight.

Jared | 11 May 2009

just got some more functionality working. walk cycles. they are still buggy and are not 1 to 1 over the server.
download latest build.

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